Laser League: World Arena

Laser League: World Arena

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Active and passive game, a introduction to classes and pressure
By Human_Kirby
A guide that explains one of the key game basics, the active and passive game, and how it effects the playstyles of each class.
   
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Overview
In Laser League, you fight 2 battles. The active (combat with the classes) one and the passive (control over the laser field) one. Both of these build on one another, and the classes are designed around that. You will never win just capturing everything, because while your pressure is extremely high on the passive part of the battle, you lack the power to finish of the enemy if they play a better active game then you, same the other way around, if you only go for kills with classes like blade and Bash, the enemy is free to take over the complete map. On a higher level, you only win if you put presure on both active and passive. Knowing that, we can look into each class, and how they form each match.
Blade
Very strong active game, can dash for nodes, but his charge, short pause after the dash and the very short distance make him the worst passive class. The only way he contributes further into the passive game is by denying a small area around him.
Bash
His active power scales with the amount of pressure you put into the passive game. The more lasers you have, the more options of attack you have, and a higher chance attacks result in kills. However, if the enemy is the one putting pressure onto the passive game, his dashes become way more risky thanks to the longer range. Has a higher area of denial then Blade, but is less likely to survive in small areas. Helps the passive game with his fast dashes to activate laser nodes, but is still very punishable.
Sniper
Very effective killing in the active game, but his power is greatly reduced against thieves, ghosts and any kind of dash (so the only class he can easily kill is shock, and Blade/Bash when they are charging up). Sniper forces plays by denying a potentially large line and can do surprise kills, but he needs control of the lasers at both sides of a wall, so he is very situational. He also has the worst passive game, with him only being able to deny area and making it harder to move. And while it takes extra concentration to play sniper effective, he also forces the enemy to concentrate more when his power is active.
Thieve
A strong passive class that literally changes the battlefield. Counter against active classes that chase down (Blade/Bash). Also negates some of the pressure the enemy puts on the passive game. Almost always a good pick, esp against enemies that focus on the passive games, as Thieve is a play maker. Capturing the right nodes might just be what your team needs to send in its active classes like Blade and Bash to kill the rest of the enemy team. Good for clearing revive points an enemy is camping on. However, by itself, Thieve has the second lowest kill potential in the game.
Shock
Denies the enemy their active game, and denies the area around him, but most of the time, it is either one of them, not both. You either camp some nodes and deny thieves from stealing or every enemy from activating new ones, or you hunt down enemies, resetting their charges and potentially killing them. High killing potential if your team puts high pressure on the passive game, and high support value when combo'd with an active class. His biggest power is the ability to switch between active and passive play with his denying powers.
Ghost
Negates the pressure the enemy puts onto both active and passive game. A good ghost stays alive for a long time, gets enemies to waste their power, revives teammates in hard to reach places and collects power ups in areas the enemy has control in. He can also put immense pressure on the passive game by collecting nodes that the enemy team thinks are safe (like the centre node in some maps). Ghost is a class that plays mind games and exhausts the enemy. Normally, putting enough pressure on active and passive game means a win for the team, but if they play against a ghost that is somewhat competent, they are forced to uphold this pressure for a longer time. This comes at the cost of kill potential, as the only times a ghost will kill is when he outruns an opponent for a node or activates a critical power up.
Additional notes
This is it for my little analysis. I plan to further build this guide over the coming weeks, when I learn more about the game, as well as suggestions from you, the readers. If you want to proofread, I happily add you to the guide. So yeah, while right now, the guide is at its most basic, I hope you all did get a deeper understanding of the depth this game has.
2 Comments
Deer 19 May, 2018 @ 7:04pm 
"Thief" not thieve.
EATGREEPS 18 May, 2018 @ 11:47am 
small corrections;in the first paragraph "you lack the power to finish of the enemy" should be off and, you said blade and snipe are the worst passive. other than that fantastic